"use strict";
var blessed = require('blessed')
  , Node = blessed.Node
  , Canvas = require('./canvas')

function Gauge(options) {
  if (!(this instanceof Node)) {
    return new Gauge(options);
  }

  var self = this

  options = options || {};
  self.options = options
  self.options.stroke = options.stroke || "magenta"
  self.options.fill = options.fill || "white"
  self.options.data = options.data || []
  self.options.showLabel = options.showLabel !== false

  Canvas.call(this, options, require('ansi-term'));

  this.on("attach", function() {
    if (self.options.stack) {
      var stack = this.stack = self.options.stack;
      this.setStack(stack)
    } else {
      var percent = this.percent = self.options.percent || 0;
      this.setData(percent)
    }
  })
}

Gauge.prototype = Object.create(Canvas.prototype);

Gauge.prototype.calcSize = function() {
  this.canvasSize = {width: this.width-2, height: this.height}
}

Gauge.prototype.type = 'gauge';

Gauge.prototype.setData = function(data){
  if (typeof(data) == typeof([]) && data.length > 0){
    this.setStack(data);
  } else if(typeof(data) == typeof(1)) {
    this.setPercent(data);
  }
}

Gauge.prototype.setPercent = function(percent) {

  if (!this.ctx) {
    throw "error: canvas context does not exist. setData() for gauges must be called after the gauge has been added to the screen via screen.append()"
  }

  var c = this.ctx

  c.strokeStyle = this.options.stroke//'magenta'
  c.fillStyle = this.options.fill//'white'

  c.clearRect(0, 0, this.canvasSize.width, this.canvasSize.height);
  if (percent < 1.001){
    percent = percent * 100;
  }
  var width = percent/100*(this.canvasSize.width-3)
  c.fillRect(1, 2, width, 2)

  var textX = 7
  if (width<textX) {
    c.strokeStyle = 'normal'
  }

  if (this.options.showLabel) c.fillText(Math.round(percent)+"%", textX, 3)
}

Gauge.prototype.setStack = function(stack) {
  var colors = ['green','magenta','cyan','red','blue'];

  if (!this.ctx) {
    throw "error: canvas context does not exist. setData() for gauges must be called after the gauge has been added to the screen via screen.append()"
  }

  var c = this.ctx
  var leftStart = 1;
  var textLeft = 5;
  c.clearRect(0, 0, this.canvasSize.width, this.canvasSize.height);

  for (var i = 0; i < stack.length; i++) {
    var currentStack = stack[i]

    let percent
    if (typeof(currentStack) == typeof({}))
      percent = currentStack.percent
    else
      percent = currentStack

    c.strokeStyle = currentStack.stroke || colors[(i%colors.length)] // use specified or choose from the array of colors
    c.fillStyle = this.options.fill//'white'

    textLeft = 5;
    if (percent < 1.001){
      percent = percent * 100;
    }
    var width = percent/100*(this.canvasSize.width-3)

    c.fillRect(leftStart, 2, width, 2)

    textLeft = (width / 2) - 1;
    // if (textLeft)
    var textX = leftStart+textLeft

    if ((leftStart+width)<textX) {
      c.strokeStyle = 'normal'
    }
    if (this.options.showLabel) c.fillText(percent+"%", textX, 3)

    leftStart += width;
  }
}

Gauge.prototype.getOptionsPrototype = function() {
  return {percent: 10}
}


module.exports = Gauge
